Previous savegames are not compatible.
Here is the promised release addressing all the feedback from the previous one, though I didn't made it in time for the weekend after all.
The new downloads are now available to your right in the sidebar.
I would like to thank again everybody that provided me with feedback in the last release. Feedback is awesome, I hope I can get lots more with this release, just look at that huge changelog!
Change Log:
- Changed the small font for a more readable one.
- Improved performance.
- Reworked and simplified the commanding system, actions are now chosen after an Expedition/Envoy is successful, not before.
- Removed Rearguard/Vanguard status for units, all units are now available for all roles except when they are working in an active project.
- Removed Restrained/Forced Labour status for captured units; again, they will be available for forced labour from the beginning.
- Added "Take no Action" as an option after defeating an enemy, this allows, among other things, for the training the captured units won't provide anymore.
- Added the option to capture attacking units if defeated.
- Units defeated on the defensive will now be destroyed too.
- A silly new little environmental effect.
- The progress of active projects is now shown in weeks remaining and projects relating to your base are grouped in their own category.
- Removed many pesky, unnecessary decimals.
- Animated all backgrounds a little.
- Small improvements and fixes to the "Rest" option.
- Removed duplicated actions from the character stats screen.
- Increased the player's starting stats slightly.
- Changed the mechanics of plundering, it's more lucrative but more destructive now.
- Significantly increased Arkhe extraction rate.
- Saves are now stored on the game's directory for convenience.
- Misc minor fixes.
Wow, I'm loving this, nice improvements. Lots of intriguing stuff going on. Probably my favorite thing is the ways my character can change--getting claws from worshiping a lizard god, becoming a herald of Draknharn--that kind of thing that's totally different from game to game is what I play for.
ReplyDeleteAre any of the descriptions randomly generated, or are the characters, lands, and units the same each time?
All locations, units and the like are manually written. But some key values, like how likely the hardships are and such, are randomized so to guarantee higher replayability.
DeleteRight now the main thing I'm coming up against is figuring out how to advance in the game, finding direction and praxis of some sort. The closest I can come is acquiring a territory or two, but earning Arkhe through jobs seems to only net me a couple Arkhe at best. Thoughts?
ReplyDeleteYup, that's the way it is now, a sort of basis for the rest of the future features. There is no real direction as of now, but once I'm through with the quests, we'll have the first winnable release.
DeleteI intended jobs and such as a way to survive as an adventurer, when your expenses are just 1 Arkhe a week, while increasing your character's stats.
After playing it for a few more hours, more thoughts:
ReplyDelete1) A comprehensive stat overview would be good--I'm still piecing together what they all do.
2) Projects seem to take a long time, often 50-100 weeks. Is that to be expected?
3) I just noticed that you made this in Ren'py, that's hella cool. How much non-programming work vs. Python scripting did you have to do?
I'll see what I can do to make stats clearer.
DeleteIt is expected for units not particularly fit for large jobs to take a long time. Units with a small Resistance value for example working on a project requiring Resistance, all the more in territories foreign to them, will perform poorly. Perhaps I could do something to make it clearer too.
I've definitively spend more time with non-programming work. These last two weeks have been spent largely scripting, fixing all this stuff and such, but once I get to the quests I have a handful of weeks worth of writing work ahead.
Yeah just something where all the stats were explained in one place would be nice, so one can start the game off with a good idea.
DeleteSo unit-territory affinity is something like, the Wall Talkers do well in cities and sewers? Is there any place I can find exactly what a unit's affinities are?
Their affinities are displayed next to their names in all units and terrain descriptions. Wall Talkers for example have the words "Arrakensis" and "Diurnal" next to them, so they will perform better in Arrakensis terrains with High Visibility during daylight.
DeleteI've now made it so that such affinities are shown when selecting units, among with the ideal combination for the task at hand.
I'll think of something about the stats and then make another tiny release before getting into the quests.